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Granvir is part of the Four Is A Party sale with a 20% off discount!

[p]Hey all,[/p][p][/p][p]Just a little announcement that Granvir is 20% off until December 15th for the Four Is A Party Sale hosted by Daedalic Entertainment!

Pick up the game four yourself or a bunch of friends (up to 10) to spread the multiplayer mech co-op goodness!

You can check out all the other awesome games on sale here. [/p][p][/p][p]Until Next Time! [/p]

Hotfix 2.9.1: Controller Mini-Menu Rework

[p]2.9.1[/p][h3]Features[/h3]
  • [p]Replaced the controller mini-menu with a new radial quick-menu. The radial menu is now opened with the key that previously opened the inventory and the inventory can now only be accessed through the quick-menu. The old mini-menu key has been added as a new control group for controllers. The game is paused in the quick-menu in singleplayer.[/p]
  • [p]Added the quick binding button to the controls interface on controller.[/p]
  • [p]Reworked the sniper firing indicator to show in front and behind the target for more clarity.[/p]
[h3]Fixes[/h3]
  • [p]Fixed the GL02 and GL03 Oracle having the wrong designations.[/p]
  • [p]Fixed the MN Fisherman rifles receiving high firerate enhancements which have no effect instead of fast reload enhancements.[/p]
  • [p]Fixed sniper indicators appearing at the wrong height.[/p]
  • [p]Fixed the sniper indicator not being fully visible when the sniper is concealed in fog of war.[/p]
  • [p]Fixed the d-pad not working for UI navigation on the Steam Deck.[/p]

Update 2.9.0: Sniper Granvirs

[p]A new enemy Granvir archetype arrives this update. Sniper Granvirs now prowl in the edge of your visibility using new weapons and shoulder modules that extend their visibility beyond your own. The snipers will open fire from a drastically greater distance than other enemies firing at a much slower pace and showing their targeting indicator on your Granvir instead of their weapon. [/p][p]All shops can now be access simultaneously by all players in a multiplayer game. This feature is the result of many small under-the-hood changes to how shops work over time. As with any big changes to how a core multiplayer feature works, be on the look out for desync. Fixing desync is always my highest priority and sharing any log files from sessions where it occurs can help me track it down.[/p][p]Aside from the new sniper weapons and components, reactors can now receive enhancements when found in shops and mission loot. Reactor enhancements have a single tier and only appear with one enhancement. These enhancements provide small stat boosts including a 10% barrier heat cost reduction, a 10% dash heat cost reduction, a 20% melee damage boost, a 20% reload speed boost and a 10% top speed boost. Hopefully these enhancements can turn the typical dead loot of a same-tier reactor into something valuable when you find an enhancement that aligns with your build.[/p][p]2.9.0[/p][h3]Major Features[/h3]
  • [p]Added enemy Granvirs with long range weapons that will fire from an extreme range. The firing indicator will appear on your Granvir instead of on their weapon.[/p]
  • [p]All shops can now be accessed by multiple players at the same time instead of having to wait until the current shopper is finished.[/p]
[h3]Minor Features[/h3]
  • [p]Added reactor enhancements. Reactor enhancements have a single tier and each reactor can only have one.[/p]
  • [p]Increased the range of most projectiles from 100 units to 200 units. Normal visibility range is roughly 100 units.[/p]
  • [p]Added a T2, T3 and T4 variant of the TC01 Scout. Higher tier variants boost visibility range.[/p]
  • [p]Added a the GL Oracle series to all tiers, a shoulder module that extends visibility range with a small cooling cost.[/p]
[h3]Balance[/h3]
  • [p]Decreased the accuracy of pistols from 2 unit spread at 50 units to 3 unit spread at 50 units to set them behind the standard 2/50 spread of rifles.[/p]
  • [p]Decreased the magnitude of the reload speed enhancement from a 20/50/100% increase to a 15/30/50% increase.[/p]
[h3]Fixes[/h3]
  • [p]Reduced the screen shake on the TB02G armature cannon.[/p]
  • [p]Fixed the running animation of the BB02 Welter legs stuttering at high speeds.[/p]
  • [p]Fixed the crosshair appearing in overhead view after opening the inventory.[/p]
  • [p]Fixed the DB04 Sanctuary barrier module not appearing in loot lists.[/p]
  • [p]Fixed the BB04 Bubble barrier module being named BB03 Bubble.[/p]

Update 2.8.0: Shield Generator Rework

[p]Shield generators receive a major rework this update, overhauling them into a full defensive option now called barriers. Barriers block damage like before but can now be sustained for longer periods of time while building heat. Their cooldown has also been massively reduced to make them a reliable part of your builds.[/p][p]Barriers should be capable of supplanting your dash as your main defensive tool at the cost of a module slot. While barriers are now as powerful as mobility, they have their own set of weakness that will shift your target priority. Melee attacks can be deflected but a single hit will put the shield on a longer than normal cooldown. Enemies utilizing sustained fire will also demand longer shield activation, incurring greater heat build up than a single dash would.[/p][p]Remember that barriers are unlocked and added to the loot pool by completing Millennium Horizon (Campaign 2). If you decide to give them a try, let me know how they feel. Ideally, they are just as capable as a mobile set of legs while being a easier to use.[/p][p]Additionally, a number of new difficulty settings have been added. Now that every existing function of difficulty can be controlled, settings that affect the game as a whole are the focus. The new Loss Effect setting allows you to replace permadeath with a reload from the start of the last rest. Ammo Usage allows you to crank down the resources management aspects of the game and reduce or completely eliminate the need for ammo in your campaign.[/p][p]2.8.0[/p][h3]Major Features[/h3]
  • [p]Reworked the shield generators and renamed them to barriers. Barriers now have a far shorter cooldown and apply heat while active. Barriers are active for a longer period of time and holding the control group can keep them active longer.[/p]
  • [p]Added a new difficulty setting, Loss Effect. This setting allows you to choose if losing the campaign allows loading from the last save or if the campaign must be restarted.[/p]
  • [p]Added a new difficulty setting, Ammo Usage. This setting allows you to increase or decrease the amount of ammunition used by firing weapons. At 0%, ammo is never expended and not required to fire.[/p]
  • [p]Added a new difficulty setting under Friendly Fire. Friendly fire can now be enabled for all attacks instead of just AoEs.[/p]
  • [p]Added a target dummy to all rest areas that can take unlimited damage and be locked on to.[/p]
[h3]Minor Features[/h3]
  • [p]Added a tier 1 and tier 4 BB Bubble barrier.[/p]
  • [p]Added a new barrier variant to all tiers. The BH Halo series barriers lack top coverage but can remain active for a longer period of time.[/p]
  • [p]Added a new tier 4 barrier variant, the DB04 Sanctuary. The DB04 Sanctuary barrier has a longer cooldown and higher heat cost but projects a massive barrier than can protect multiple Granvir.[/p]
  • [p]Added a tier 1 barrier to the starting parts for all pilots in Millennium Front (Campaign 3) if Millennium Horizon is complete.[/p]
  • [p]Improved barrier visuals.[/p]
  • [p]Added a flaring effect when barriers take damage.[/p]
  • [p]Added sound effects for barrier a[/p]
  • [p]Added a pitch changing sound effect to barriers that indicates how much longer the barrier can be active.[/p]
  • [p]Added an indicator in the inventory that a hand is supporting another weapon.[/p]
  • [p]Added a loot tier to the listed loot level when inspecting a region.[/p]
  • [p]Added a crosshair notification when toggling auto-targeting weapons on and off.[/p]
  • [p]The height of a Granvir's hitbox now varies based on the legs and torso used. Granvirs with long upright legs have gotten taller and Granvirs with short quadruped legs or tracks have gotten shorter.[/p]
  • [p]Added a module ports stat to torsos.[/p]
[h3]Balance[/h3]
  • [p]Added a small cooling rate bonus to some of the less mobile leg options and the tracks.[/p]
[h3]Fixes[/h3]
  • [p]Fixed being able to apply part enhancements to parts that already have a higher tier enhancement in the same category.[/p]
  • [p]Fixed being able to reduce a part's mass below zero with lightweight modifications. Lightweight modifications that would reduce a part's mass below zero can no longer be applied.[/p]
  • [p]Fixed projectiles fired by a remote user's handheld weapons and armatures visually phasing through targets if the projectile hit a target very shortly after being fired.[/p]
  • [p]Fixed being unable to reload weapons in testing grounds without loaded ammo.[/p]
  • [p]Fixed the final boss reinforcement phase appearing on Hard instead of Extreme in Millennium Horizon (Campaign 2).[/p]
  • [p]Fixed hull and armor not recalculating when modifying a damaged part.[/p]
  • [p]Fixed the BD02b Angel Torsos having no special module port.[/p]

Nominate Granvir in the Steam Awards!

[p]Hey everyone,[/p][p][/p][p]We hope you're enjoying all of the updates we've been making to the game and we have tons more on the way. We just wanted to take a moment to ask if you'd please nominate Granvir for the Better With Friends Award in the Steam Awards. Voting will continue until December 1st so be sure to cast your vote before then![/p][p][/p][p]Thanks again and have a great day![/p]